This paper presents a systematic review of the literature related to gamification in order to identify the impact this has on learning processes in the fields of education and business. Understood as the use of the dynamic of play in generally non-ludic contexts directed at problem solving, gamification contributes to the stimulation of certain behaviors in people, as demonstrated by the studies consulted. Thus, the increase in motivation, participation and commitment derived from the aspects of gamification in various daily environments allows us to see the scope of the application of this technique in the innovative acquirement of knowledge by students.